--- id: wiki-2026-0508-data-array-textures title: Data Array Textures category: 10_Wiki/Topics status: verified canonical_id: self aliases: [Texture Array, GL_TEXTURE_2D_ARRAY, WebGL2 Array Texture] duplicate_of: none source_trust_level: A confidence_score: 0.9 verification_status: applied tags: [webgl, gpu, texture, graphics, rendering] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: glsl framework: webgl2 --- # Data Array Textures ## 매 한 줄 > **"매 N 장 의 동일 size texture 의 single bind"**. 매 GL_TEXTURE_2D_ARRAY 의 atlas 의 alternative 의 sub-texel bleed 의 X 의 mipmap-safe 의 layered access 의 enable. 매 2026 년 의 WebGPU 의 default storage 의 voxel terrain, sprite atlas, lookup table 의 standard. ## 매 핵심 ### 매 vs Atlas - **Atlas**: 매 single 2D texture 의 grid. 매 mipmap 의 bleed problem. - **Array texture**: 매 layer 의 independent. 매 mipmap-safe. 매 single bind 의 N draw call 의 1 draw call 의 reduction. ### 매 제약 - 매 모든 layer 의 same size + same format. - 매 max_array_layers (보통 2048) 의 hardware limit. - 매 sampler 의 layer index 의 third coord (z) 로 access. ### 매 응용 1. Voxel/Minecraft-like terrain (block type → layer index). 2. Sprite animation (frame → layer). 3. LUT (lookup table) batch. 4. Instanced material variation. 5. ML inference의 batched feature map. ## 💻 패턴 ### WebGL2 array texture upload ```javascript const gl = canvas.getContext('webgl2'); const tex = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D_ARRAY, tex); const W = 64, H = 64, LAYERS = 16; gl.texStorage3D(gl.TEXTURE_2D_ARRAY, 1, gl.RGBA8, W, H, LAYERS); for (let i = 0; i < LAYERS; i++) { const pixels = loadLayer(i); // Uint8Array(W*H*4) gl.texSubImage3D( gl.TEXTURE_2D_ARRAY, 0, 0, 0, i, // x, y, layer offset W, H, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels ); } gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MIN_FILTER, gl.LINEAR); ``` ### GLSL 300 es sampling ```glsl #version 300 es precision highp float; precision highp sampler2DArray; uniform sampler2DArray uBlocks; in vec2 vUV; flat in int vBlockType; out vec4 fragColor; void main() { fragColor = texture(uBlocks, vec3(vUV, float(vBlockType))); } ``` ### WebGPU equivalent ```javascript const tex = device.createTexture({ size: [W, H, LAYERS], format: 'rgba8unorm', usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST, dimension: '2d', // array via depthOrArrayLayers }); device.queue.writeTexture( { texture: tex, origin: [0, 0, layer] }, pixels, { bytesPerRow: W * 4 }, { width: W, height: H, depthOrArrayLayers: 1 } ); ``` ### WGSL sampling ```wgsl @group(0) @binding(0) var blocks: texture_2d_array; @group(0) @binding(1) var samp: sampler; @fragment fn fs_main(@location(0) uv: vec2f, @location(1) @interpolate(flat) layer: u32) -> @location(0) vec4f { return textureSample(blocks, samp, uv, layer); } ``` ### Three.js DataArrayTexture ```javascript import { DataArrayTexture, RGBAFormat, UnsignedByteType } from 'three'; const data = new Uint8Array(W * H * LAYERS * 4); // fill data... const tex = new DataArrayTexture(data, W, H, LAYERS); tex.format = RGBAFormat; tex.type = UnsignedByteType; tex.needsUpdate = true; material.uniforms.uBlocks.value = tex; ``` ### Mipmap generation ```javascript gl.bindTexture(gl.TEXTURE_2D_ARRAY, tex); gl.generateMipmap(gl.TEXTURE_2D_ARRAY); // → each layer mipmapped independently → no atlas-style bleed ``` ## 매 결정 기준 | 상황 | Approach | |---|---| | < 16 unique textures, dynamic | Texture atlas (simple, cached) | | Many same-size layers, mipmap critical | Array texture | | Different sizes / formats | Bindless / texture array of handles (WebGPU) | | Voxel terrain | Array texture (layer = block type) | | Cubemap variant | TextureCubeArray | **기본값**: 매 same-size + N > 8 → array texture. ## 🔗 Graph - 부모: [[WebGL2]] · [[WebGPU]] - 변형: [[Texture Atlas]] · [[Bindless Textures]] - 응용: [[Voxel Rendering]] · [[Sprite Batching]] · [[Real-time Physics Simulation]] - Adjacent: [[GPU Memory Layout]] · [[Mipmap]] ## 🤖 LLM 활용 **언제**: 매 shader code generation 의 boilerplate 의 GLSL/WGSL 의 sample. 매 LLM 의 layer index 의 binding 의 OK. **언제 X**: 매 driver-specific 의 size limit 의 query 는 runtime 의 `getParameter`. 매 LLM 의 hardcode 의 X. ## ❌ 안티패턴 - **Mixed sizes의 attempt**: 매 array texture 의 disqualify. 매 atlas 또는 bindless. - **Layer count 의 over 2048**: 매 split 의 multi-array-texture 또는 bindless. - **Mipmap 의 atlas로**: 매 bleed 의 inevitable. 매 array texture 의 fix. ## 🧪 검증 / 중복 - Verified (Khronos WebGL2 spec, WebGPU spec, Three.js docs). - 신뢰도 A. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — array texture / WebGL2 + WebGPU usage |